Alien Blaster, Reverse-Engineered (Fallout Supplement)
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PL 9+ SEC 1/shot Handgun (Personal Firearms Proficiency)
Damage | 4d8 | Magazine | 30 Int |
Critical | 19-20 | Size | Small |
Damage Type | Energy | Weight | 2 pounds |
Range Increment | 20 feet | Purchase DC | 30 TU/300 Caps |
Rate of Fire | S | Restriction | Very Rare, West Coast |
Description[edit]
This Alien Blaster is a reverse-engineered copy of an Alien Scout Blaster created by the United States Government before the war. While the United States Army was able to capture the Alien "Greys" and their damaged scout ship, they were unable to fully replicate the effect of the Alien Scout Blaster with Small Energy Cells, resulting in decreased power and range while still developing a powerful weapon. Unfortunately, their progress came too late as the Great War soon broke out, allowing the Greys to escape Area 51 with their still-damaged scout ship and reverse-engineered weapons, only to crash once more, unlucky enough to survive a second such accident. Rumors persist that these weapons still exist in the wasteland, though incredibly rare and hard to obtain.
d20 Modern Rules[edit]
Successful critical hits that reduce an enemy to 0 HP or below will reduce the enemy to a pile of blue ash, but all armor, weapons, and equipment on the body remain undamaged.
The beam also instantly ignites any flammable gas it touches, in addition to materials like paper and gun powder.
Weapon Mods/Variants[edit]
Combat Sights
Damage Bonus, Energy Pistol
Extended Magazine, Energy
Magnetic Accelerator
Recycler
Scope, Handgun
Craft/Repair[edit]
- Repair: (Parts DC: 40; Parts Used: 10; Repair DC 25; Time: 10h) A reverse-engineered alien blaster can be repaired with mechanical parts with a Repair check. Alternatively, another reverse-engineered alien blaster can be used in place of parts (a Repair check is still required). This gun is affected by the Jury Rigging feat, and as such can use other alien weapons for parts if the feat is possessed.
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